attribute accessors
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@ -2,11 +2,14 @@
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#include "AbilitySystem/AuraAttributeSet.h"
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#include "AbilitySystem/AuraAttributeSet.h"
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#include "AbilitySystemComponent.h"
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#include "Net/UnrealNetwork.h"
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#include "Net/UnrealNetwork.h"
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UAuraAttributeSet::UAuraAttributeSet()
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UAuraAttributeSet::UAuraAttributeSet()
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{
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{
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InitHealth(100.f);
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InitMaxHealth(100.f);
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InitMana(50.f);
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InitMaxMana(50.f);
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}
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}
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void UAuraAttributeSet::GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const
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void UAuraAttributeSet::GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "AttributeSet.h"
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#include "AttributeSet.h"
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#include "AbilitySystemComponent.h"
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#include "AuraAttributeSet.generated.h"
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#include "AuraAttributeSet.generated.h"
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/**
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#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \
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*
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GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
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*/
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GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \
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GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \
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GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName)
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UCLASS()
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UCLASS()
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class AURA_API UAuraAttributeSet : public UAttributeSet
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class AURA_API UAuraAttributeSet : public UAttributeSet
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{
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{
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@ -20,15 +24,19 @@ public:
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UPROPERTY (BlueprintReadOnly, ReplicatedUsing = OnRep_Health, Category = "Vital Attributes")
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UPROPERTY (BlueprintReadOnly, ReplicatedUsing = OnRep_Health, Category = "Vital Attributes")
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FGameplayAttributeData Health;
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FGameplayAttributeData Health;
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ATTRIBUTE_ACCESSORS(UAuraAttributeSet, Health)
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UPROPERTY (BlueprintReadOnly, ReplicatedUsing = OnRep_MaxHealth, Category = "Vital Attributes")
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UPROPERTY (BlueprintReadOnly, ReplicatedUsing = OnRep_MaxHealth, Category = "Vital Attributes")
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FGameplayAttributeData MaxHealth;
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FGameplayAttributeData MaxHealth;
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ATTRIBUTE_ACCESSORS(UAuraAttributeSet, MaxHealth)
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UPROPERTY (BlueprintReadOnly, ReplicatedUsing = OnRep_Mana, Category = "Vital Attributes")
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UPROPERTY (BlueprintReadOnly, ReplicatedUsing = OnRep_Mana, Category = "Vital Attributes")
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FGameplayAttributeData Mana;
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FGameplayAttributeData Mana;
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ATTRIBUTE_ACCESSORS(UAuraAttributeSet, Mana)
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UPROPERTY (BlueprintReadOnly, ReplicatedUsing = OnRep_MaxMana, Category = "Vital Attributes")
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UPROPERTY (BlueprintReadOnly, ReplicatedUsing = OnRep_MaxMana, Category = "Vital Attributes")
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FGameplayAttributeData MaxMana;
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FGameplayAttributeData MaxMana;
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ATTRIBUTE_ACCESSORS(UAuraAttributeSet, MaxMana)
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UFUNCTION ()
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UFUNCTION ()
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void OnRep_Health(const FGameplayAttributeData& OldHealth) const;
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void OnRep_Health(const FGameplayAttributeData& OldHealth) const;
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